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totemo

Tech Admins
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Everything posted by totemo

  1. I've been thinking this morning about plugins for CTF like stuff. I'll be taking a shot at refactoring the CutePVP code to generalise some of the ideas in there (for example, giving different wool colours different effects). I also have a couple of other ideas I'd like to play with like special arrows (exploding or cobweb nets, for example). Also wondering whether it's possible for players to battle each other as mobs, with creature type determining special abilities. I have no idea if that is even possible.
  2. It could be done. As far as I'm aware it would require setting up a timer and event handlers to inflict damage on the mob. Today I added, an invulnerability duration, so spawned creatures can be invulnerable for a specified number of ticks. I added customisation of colours in names and lore. I also added written books. I experimented with the ImgMap plugin, which allows creation of maps with arbitrary image data. It sort of works, but if you drop the item or restart the server, it reverts to the original map.
  3. I'm unbanning you now. If there are further problems, the next ban will be longer.
  4. The second picture shows that you've taken about 200 replantable crop/potato/carrot blocks without replanting any of them. It seems to me that you put your own convenience ahead of a bunch of other people's. Read the rules (http://nerd.nu/rules) please and then reply below stating that you will abide by them from now on.
  5. The server only keeps a record of edits for a limited time. The retention period is different for different kinds of blocks. For example, details of stone edits are only retained for a week.
  6. "terrain, biomes, and land features" I thought my remark was on-topic. I stand corrected. I guess.
  7. I'll take this opportunity to reiterate my remarks in-game, that C should have a redstone area - an actual quartz or sandstone flatland where people can easily undertake their redstone projects - without having to clear trees and flatten the ground first. I would also like to see redstone-only contraptions moved to this area, so that the appearance of aesthetic builds is not marred by them.
  8. Hey @jcll Any news on this? You seemed to get all excited about this and then... nothing. At the time I actually signed up for a demo and got part way through making a "Reddit Public Classic" theme, but ran into the problem that I really don't know the first thing about CSS and am not particularly enthusiastic about learning it. Do you need more web developer effort for this stuff? Surely we can draw on our player base. There must be several experienced web designers among them. Do the forums allow us to give people permission to edit the CSS etc without granting them access to privileged discussion? Or alternatively, does the licensing permit us to set up a sandbox where people could work on themes rather than forcing them to sign up for a demo every few days? Here's a link to the last theme file I saved. https://docs.google.com/file/d/0Bzf2TVOCqgpXWDg1YkRQNHBxXzQ/edit?usp=sharing It's lacking in many ways - no background images, no customisation of comment editing colours, but it shows what I was aiming for approximately.
  9. I just ran the /lbrb command which undoes your edits for a certain time period (a couple of weeks), and then redid edits that destroyed ores (e.g. diamonds, iron, etc). This is what happens when you xray. You were told about this at spawn. "If you xray you will lose all of your items + edits." In theory, if I was looking over your shoulder every single second that you play the game, I could be certain that it was just this one time. But I don't, so I can't. So in principle, some fraction of the materials you obtained in game were illegitimate, and you subsequently used these to build your house or to make tools which were used to obtain more materials. Those subsequent actions were then assisted by ill-gotten gains. This is the principle upon which rollbacks are based. A one-month ban is basically the minimum for everybody who xrays. It goes up from there on subsequent offenses.
  10. Yeah. It was 40 diamond ore. You weren't exactly subtle about it. And you must have been feeling a bit guilty because you backfilled all of the tunnels with smooth stone (which I've removed in most screenshots so I could get around). I think you've been around long enough to know what to expect. You're banned for a month. Read the rules (http://nerd.nu/rules) and open a new appeal on the 29th of June, stating that you will abide by them from now on.
  11. I added names and lore (multiple custom extra description lines) to items. If a creature is configured to wear a skull, then whatever custom configuration that skull has is kept when it is turned into a player skull. I don't think that the Bukkit API has a way to set extra items for a creature to drop, apart from the armour and held item (weapon). For the example configuration, to make Notch drop a special item (a renamed tripwire hook in this case), I made him wear it as his boots. You can't see him wearing it and it drops just fine. For reasons I cannot fathom, even with the drop chance set to 1.0, items occasionally don't drop. I'm currently experimenting with setting the drop chance to 1.0001 (100.01%) to see if that makes it 100.01% reliable.
  12. Looks like what you want for custom spawners is *drumroll*... http://dev.bukkit.org/server-mods/customspawners/
  13. With spawners you could get a similar level of customisation, apparently by editing NBT tags. I've never done it. In both cases, there are just the few basic vanilla Minecraft "LivingEntity" types involved, and then customisations (items, potions effects, adjustments to attributes like health) are applied. It's an interesting thought though. I'll have to see what controls over spawners the Bukkit API exposes. There may already be Bukkit plugins that allow that customisation from commands. As currently conceived, Doppelganger can give somewhat similar results to spawners using a redstone timing circuit, a command block, and the /doppel maintain command. The differences would be: The maintained mob would have a visible name tag. There would be just one mob retained in that volume (e.g. box) passed to the maintain command with that specific name. Although anonymous escort mobs could be spawned with it and replenished whenever the command block runs /doppel maintain and detects that it is gone (moved away, dead). The main thrust of this effort was to make a plausible skull game-mechanic accessible to PvE players (without requiring any fancy commands or NBT editing). The /doppel coords and /doppel kill commands are there for when Doppelgangers get out of hand; /doppel spawn was added for the possibility of staff-run arenas and /doppel maintain for limited use in things like the 6k as boss mob. If command blocks had an actual working Bukkit API for specifying their redstone output I might have simply used /doppel coords, /doppel kill, /doppel spawn and some redstone in-game.
  14. Apologies. You're unbanned as you know. I saw only destructive edits by you and constructive edits by someone who hadn't been there in two weeks and came to the wrong conclusion. Dr_Shakula intervened on your behalf.
  15. Thank you. One thing I forgot to mention: since players won't be able to see the configuration, and should not (necessarily) be given access to the "/doppel info" command (permission doppelganger.info) they won't know what player overrides or summoning shapes have been configured. Which means that information can be supplied to them in whatever manner is most entertaining, for example: as the outcome of a "quest". Oh, and earlier I discussed with tompreuss the possibility of adding carried items for the mobs that could then be dropped and in the 6k, for example, used as keys. I'm going to extend that concept to them being able to drop written books if I can. Is that sparking any ideas? buzzie71?
  16. dop·pel·gäng·er or dop·pel·gang·er n. A ghostly double of a living person, especially one that haunts its fleshly counterpart. Well, it hasn't been super secret and, for reasons of transparency, the sources are up on github, but I've been keeping it on the down low because I hope that it can be a surprise present for the PvE players and for that reason I hope you'll keep a lid on it too. Around about the time that Survival got player-dropped skulls I decided I wanted a way for PvE players to get them too. I dreamed up a mechanism similar to how golems are summoned in vanilla Minecraft: Build a stack of blocks in a prescribed shape. Place a final block on top as the head of the creature. In the case of Doppelganger, since I wanted to be able to get the head of a specific player, I made it a requirement that the head block has to be named on an anvil. The summoned creature will wear the head of the player with that name. Here's what it looks like in action, placing a named pumpkin on a gold block atop a diamond block to summon a zombie pigman wearing my own head: There's a flash of lighting, a wither spawn sound and the gold and diamond blocks are turned into air. The named pumpkin is removed from the player's inventory. If I then kill that doppelganger, it will drop my head with the probability specified in the configuration. If I place that dropped head on another gold/diamond stack, nothing will happen (no creature is summoned, nothing is lost) because it needs to be named on an anvil first. I decided that not all heads are created equal, so I added the ability to have special player names that require a specific shape to summon them. So for instance, in the example configuration, Notch and jeb_ both require that you build a more expensive T-shape out of diamond blocks. If a player tries to summon Notch with some other golem shape, the plugin will tell them "That's not how you summon Notch." and simply go ahead with the placement of the head block as if it had not been named (no creature is summoned, nothing is lost). Like any Doppelganger creature, Notch and jeb_ can be configured with a host of "escort" creatures to help them battle the player. Notch is escorted by "FlyingSkull"s (invisible, fire-resistant skeletons wearing skulls, carrying high powered bows and riding on invisible blazes). jeb_ is riding a flying pig (courtesy of invisible bats) and then, well, you can see. Of course all of these things are just configuration details. And none of these things is in the default configuration - that's empty. Here's another illustration of what can be done: Thrawn21 suggested that buzzie71 might like Doppelgangers in the 6K as "Dr Sign" and his molon-headed minions. So I implemented a "mask" feature: the creature is named Villain (to be deliberately vague in the example configuration on github), but is wearing Ooer's head as a mask. And some more examples just for fun: Summoning bats, flying pigs and flying squids just by placing named pumpkins. Summoning named villagers with a pumpkin on wool. Summoning named cows with a skull, wool and fence gates. I wrote Doppelganger to be extremely configurable, within the confines of what Bukkit allows you to do with the vanilla game. You can: Configure the shapes of the piles of blocks, specifying a distinct material for each block and its position relative to the final head block. You can specify what kinds of creatures a particular shape will summon and the probabilities of it summoning each. Whether this shape is enabled or not. This allows you to have a shape defined in the configuration file but prevent it from being used to summon creatures. You can even define a shape which is just the head block. The example configuration uses pumpkins to illustrate this. Configure the creatures that get summoned. You can specify the base creature type. It can be just the plain Bukkit LivingEntity name like "bat" or "skeleton", plus a couple of vanilla creatures that Bukkit doesn't have a name for, "witherskeleton" and "saddledpig". Or you can define a new type of creature in terms of any other creature that could be created in the vanilla game (or recursively in terms of any creature you have defined yourself), plus the following customisations: Whether the creature despawns or not. The maximum health of the creature in half-hearts. The lung capacity of the creature in ticks before it will suffocate if deprived of air. The mount - the type of creature that this creature will ride. A block, helmet or skull on its head. The creature's mask: for certain special creatures you can stipulate that they wear the head of a specific player, rather than the name that they were given. The idea being that I could, for example, summon DrSign, but have the creature wear the head of a player whose skin I like better. The type of armour it wears and what weapon it carries. The individual enchantments and durability on any armour or weapons. The probability of dropping the head/helmet, armor and weapon. Potion buffs, including any that can be applied to mobs, irrespective of whether players can brew them. The sound that gets played when the creature appears. The minimum and maximum number of random, damage-free lighting strikes that hit the ground nearby, and the minimum and maximum range of these from the spawn point of the creature. Define distinguished player names (e.g. Notch, jeb_) that summon specific creatures and require specific (typically more expensive) shapes to be summoned. Attempts to summon these using cheaper shapes will fail. There's also a command line interface that can show descriptions of shapes, creature types and player overrides, find doppelgangers by name and show their coordinates, kill doppelgangers by name, spawn named or anonymous creatures of any type and finally a combination of killing and spawning: maintaining a creature in a defined volume. If a maintained creature dies or otherwise does not exist in the specified volume, it is spawned. If more than one creature with the specified name exists in the volume, all but the oldest are killed. All of these commands have colourful, built-in help (which you can only see if you have permission to use the particular subcommand of /doppel) and are written to be usable by players, from the console and from command blocks. Supported volumes are currently just spheres and boxes. Some final points: No, it's not exactly vanilla and we are an as-vanilla-as-possible server, but it's quasi-vanila (vanilla-like). I think our players will love this for two reasons: They can get skulls on PvE. It will give them more interesting mob fights. People are getting somewhat jaded by the level of difficulty on P. They hold wither fights and stipulate "no armour" and other restrictions to make the fight more challenging. Doppelganger mobs can be as tough as you like. The example configuration includes some truly terrifying, fast, strong creatures. The configuration allows admins to impose a cost on obtaining player skulls, in terms of an arbitrary set of base blocks and the named head item. The cost can be adjusted for specific premium player heads. Because the final placement of the head block does not happen (the event is cancelled), it won't be logged by LogBlock, so the plugin logs all details of successful summoning in the server console (player, shape, creature, creature name, world, coordinates). (I have an idea to allow the placement and then schedule removal of the blocks immediately that I will look into soon.). If a player was to maliciously summon a creature, either to harm an unconsenting player, or to destroy high-valued blocks, they could be tracked through the server logs. In order to spawn a doppelganger, there must be a one block air gap horizontally on all sides around the bounding box of the body and head together. (An air gap above or below is not required.) That makes it impossible to grief beacons with a shape that consumes diamond blocks or whatnot. It's a pure-Bukkit plugin and should not require recompilation if the servers upgrade (but there's a Maven pom.xml file so recompiling is dead easy). To check whether a doppelganger has been summoned, the plugin hooks the block place event. The code strives to make this as efficient as possible by checking for the least likely requirements first. For example, quite probably, nobody has ever placed an explicitly named block on PvE, and that's the first thing that gets checked. If the block isn't named, the plugin doesn't need to consider the event further. And to conclude, I made this for us. If you have the authority to make this a part of PvE, please consider doing so.
  17. See you when you get back.
  18. Thanks. You're unbanned. Link to the original appeal: http://nerd.nu/archives/index.php?p=/discussion/19556
  19. Whenever I ban people for xray I take bets with myself as to what kind of appeal I'm going to get for it. You do not disappoint. This is blatant xray (ratio 10:1). All your edits have been rolled back and you are banned for one month. Read the rules (http://nerd.nu/rules) and open a new appeal on the 27th of June. In that appeal state that you will abide by the rules from now on and mean it.
  20. According to your original appeal on the old forums, you have still have to wait until the 2nd of June. In between now and then, read the rules (http://nerd.nu/rules) if you have not done so already. On the 2nd, post a new appeal here. That will remind me, or another moderator, to unban you.
  21. NCP signals violations on efficient iron tools. That makes it spammy for moderators and incredibly frustrating for players who are just trying to dig. On the subject of spamminess: NCP spams chat with utterly pointless VL 0 and VL 1 warnings with a frequency way beyond what we would tolerate from players. What does violation level 0 mean anyway? "Oh hey, I just wanted to let you know that nothing is wrong." 40 times a minute. Yeah, I get that the violation level is probably a float floored to an integer, but still I've never seen a low VL like that be anything more than a false positive. If you could set the minimum chat spam violation level to be higher, I think it would be a great improvement.
  22. Please read the rules (http://nerd.nu/rules) and reply below stating that you will abide by them. The next moderator who passes this way (I'm about to sleep) will unban you.
  23. That's not currently possible using the Bukkit API. https://bukkit.atlassian.net/browse/BUKKIT-2138 It might be possible to block attacks by players, however.
  24. Yup. This is blatant xray. You're banned for a month. Read the rules (http://nerd.nu/rules) and open a new appeal on the 17th of June, stating that you will abide by them from now. Screenies:
  25. We have that already, and the stock answer is "/cmodify friend", which is actually wrong since it presumes that the chest is already locked. If automatic locking is implemented, /cmodify will be the right answer and there will be no questions about how to lock a chest, and there will be drastically reduced chest theft. You have to ask yourself "why don't we see that already?" I mean it's only a single command to lock a chest. Two commands if you want to lock a 'shitload' of them. Yes I am a mod and I see things. Things that you don't see. What I don't see is people spending the time to cut down 20 trees just so that they can upset an admin before they get banned for grief. What I do see, a lot, are questions about how to lock chests and complaints about chest theft. From time to time I also vanish and watch what new players do. A significant number of them go around and check every single chest they can find to see if someone forgot to lock it. No solution is perfect, but locking chests by default will solve way more problems than it makes.
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